// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/PlayerController.h"
#include "Tools/ScreenMove.h"
#include "TowerDefencePlayerController.generated.h"


struct FInputActionInstance;
/**
 * 
 */
UCLASS()
class TF_20240717_API ATowerDefencePlayerController : public APlayerController
{
	GENERATED_BODY()

private:
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Input", meta=(AllowPrivateAccess="ture"))
	class UInputMappingContext* InputMappingContext;
	
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Input", meta=(AllowPrivateAccess="true"))
	class UInputAction* IA_MouseScroll;
	
public:
	ATowerDefencePlayerController();

	virtual void Tick(float DeltaSeconds) override;
	virtual void BeginPlay() override;

	void SetInputModeAndUI();

	FScreenMoveUnits ScreenMoveUnits;

protected:
	virtual void SetupInputComponent() override;

	void MouseWheel(const FInputActionInstance& Instance);

	
};
